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Title: Dragon's Dogma Online
Platforms: PS3/PS4/PC
Genre: Action
Price: Free 2 Play (With microtransactions)
The game is an online game with a full open world, a lobby area supporting up to 100 players, and feature ongoing content updates, timed events, etc. Players can form parties of up to 4 players or pawns, and engage on quests. There will also be raid-like events which support up to 8 players at once. There will be quick matching as well.
Sounds pretty much like an online only MMO type game without the full MMO gameplay. Similar to stuff like PSO and Guild Wars.
Source: http://www.neogaf.co...9#post149332799

I head DD was a pretty decent game, so this has me intrigued!

EDIT:
Blasted hell!http://www.eurogamer...online-revealed
A Capcom UK representative told Eurogamer this morning that there are no plans to release Dragon's Dogma Online in the west, so don't hold your breath.

As you progress through the jungle, it is available to every character you have that is level 80 - you will complete content and overcome challenges in the jungle that reward you with mastery points. What are some examples? As you complete elements of the story, you will be rewarded with mastery points. As you reach hard to find and hard to reach locations, as you defeat incredible challenges and incredible group challenges, you will be rewarded with mastery points. As you complete exploring entire maps, you are rewarded with mastery points. As you complete challenging achievements, that send you on journeys across the jungle and beyond, you will be rewarded with mastery points. And you can spend these mastery points to purchase abilities that are available for every PvE character on your account - so you don't have to go in and progress every one of your characters over and over again. You do it once, this is all part of our no-grind philosophy for Guild Wars 2.

So what kinds of things are the mastery system going to let you do? What can you master within the jungle? Well our game offers a lot of rich, deep experiences, and a lot of things that players enjoy doing, so let's talk first about exploration. So, picture for me a moment - it's very common in GW2 today - you're climbing to get to the highest point on the map. In the jungle, that's a much higher point than you have ever been before. You're jumping and you're climning and you're looking down, and every minute you're like "Oh I'm about to fall... nope... nope..." you keep going, you get all the way to the very top, the top of the jungle, standing on the tip of the crashed pact flagship. And what do we do in Guild Wars 2 when we get to the highest point in a map? [crowd shouts JUMP!] Yes! We jump!! And what follows is an epic journey to meet the ground, followed by a splat! And thankfully, because we have the friendliest community in online gaming, usually a swarm of players run in from out of nowhere (I have no idea where they come from, I'm sure you've all had that experience) and suddenly, you're rezzed and brought back in the action, because in GW2 everyone can rez..

Well, in Heart of Thorns, no more. When you jump from the highest point on the map, if you've spent mastery points, you will be able to master the ability to hang glide and leisurely fly. As you spend more mastery points, you will get better at using your hang glider. You will be able to ride gusts of wind across the map to reach hard-to-reach locations, to get higher up in the map, to get to locations that you normally would never be able to get to. So, hang gliding is an example of how the mastery system will allow you to master exploration within the jungle.

Let's talk next about lore. GW2 has an incredible deep and rich lore and history, stretching back over a decade now. And we want to give people the opportunity to master the lore of the jungle itself. So, you'll be able to spend mastery points to be able to master the languages of the civilizations deep within the jungle, and as you learn those languages, you're going to learn the history of those civilizations, the secrets of those civiizlations, and you'll even gain access to hidden locations that those civilizations have buried away, that only those who can speak and understand the language will be able to access. That's an example of how our mastery system will allow you to master the lore of GW2.

So, let's talk next about combat. Combat is a key component of the guild wars experience. It's action-based, it's exciting, it's cooperative; players can put down fields and combo fields that you can come up and take advantage of... so we wanted to build on that system and we want to provide real meaningful challenges and abilities (in our mastery system) that allow you to overcome those. So as you progress through the jungle, you're going to encounter new creatures, new bosses, and new types of group content that you have never seen before. And you're going to need abilities to survive against those battles, against those bosses, against that content. The mastery system will allow you to learn abilities that help you survive against, overcome, and defeat the creatures within the jungle, and grow in your ability to fight in combat in GW2.

Spoiler

Now, I'm not going to give too many details on this today. Between now and the launch of the expansion, we'll come back and tell you a lot more about the different types of abilities you'll be able to gain in combat through the mastery sytem, but know that this is the way that we're going to provide meaningful progression to all of your characters for PvE past level 80 within the jungle itself, and you'll be able to master combat, using the mastery system.

Finally, another example of something that you'll be able to master with the mastery system, something that I think a lot of you love today if you're a GW2 fan, is collecting, crafting and building. It's a big component of GW2. And when I think of mastering collecting, crafting and building, I think legendary weapon is the ultimate version of crafting and collecting in GW2. So, there's one component to building a legendary that is the hardest component to that experience - can you guys tell me what you think that is? [PRECURSORRRRSSS] Did you say precursor! oh that's it! Yay! Clearly we need to do something about that... the mastery system will allow you to build out collections that send you on epic journeys across the world of Guild Wars 2, that, once completed, will reward you with precursor weapons to set you on your journey to building a legendary.

I know some of you have been waiting a while to hear that one, so there you go! So on top of this, we're also going to be introducing brand-new legendary weapons, and brand-new legendary precursors. Alright. So the mastery system is a comprehensive, PvE end-game progression system that builds on the pillars of GW2, that builds on the "no invalidating your hard work", on the "no-grind" philosophy, by being available to all your characters, and it complements the concept that the journey should be the goal in GW2. As you progress through the system, the journey gets more fun, instead of having to wait until you someday reach some mythical goal that everything becomes available to you. Instead, it's a system that constantly provides fun, excitement, and true, meaningful progression.

And you might be wondering - the system doesn't sound like it gives me skills or traits. What is GW2 doing to give me those for my characters? Well, the answer to that question takes us to our next major feature of Guild Wars 2 Heart of Thorns: specializations.

MMORPG: Talking a little about masteries... on some level, they sounded like Agony Resistance, which you need to do fractals, but aren't needed elsewhere. Am I reading that right? Are they “You must complete this content before you defeat this boss?” If so, it sounds a little like a “gear check” and seem to work against the notion of “jump right in” content that Guild Wars 2 is known for.

CJ:I think, fundamentally, you're going to encounter stuff in the jungle that is very challenging to overcome that you can't defeat at all until you've built up the masteries to face those challenges. That goes both for you on your own as well as in groups. That will be a component of why the mastery system works in the first place. We need to give you those challenges and have you earn the abilities to overcome those challenges.

The WvW ability system is a bit of a parallel for what we're trying to accomplish with masteries, so you can use that as a concept. We want to provide that same concept and evolve it even more with PvE. It'll complement everything that you're doing: combat, exploration, lore, building, crafting... all of those components will have elements that are supported by it, with combat being the most important one when you think about true, meaningful progression.

Based on the information we have, it seems like we are dealing with a gating system that's founded in vertical progression. It feels similar to GW1's reputation grind or D3's Paragon system. It seems that players will grow stronger, rather than simply progress through the game.

Now, the question isn't if it's good or bad (although feel free to share your views on it), the question really only is; how do you perceive this system? Do you see it as a horizontal progression system or do you view it as a vertical one? Why?

Being asked, Josh said that he honestly though that killing the whole thing was the best thing they could do.

Within 20 minutes, basically everybody agreed and the removal was announced shortly afterwards.

The question is, is there anything that A.Net could simply copy from D3 (which was improved massively though its patches) in hopes of improving the game?

Personally, I never saw the need to remove D3's AH, I was perfectly satisfied with the loot updates themselves, so you won't see me arguing for the removal of the game's TP. At the same time though, GW2 suffers from a massive problem of gold being the game's core currency and gold being sold in the cash shop.
We also have the same continuous issue of players "avoiding elites and farming pots" (aka, avoiding events and farming either champs or playing shovel knight).
Or when basically every veteran is bitching about the NPE and A.Net's answer is that "the NPE isn't meant for vets", and yet, they still force everyone to suffer though it.

With the New Player Experience (the NPE), A.Net set out to redistribute the game's progression, in hopes of making the game more appealing. My core issue with this idea is that they focused on a system that isn't poorly distributed, but rather a system that is simply lacking; the problem is that there's simply not enough progression to stretch it over 80 levels, regardless of how it's distributed. In terms of progression, the game simply fails to justify why it has 80 levels.

The game, on the other hand, does justify its 80 with the amount of content it has. Each time I level up a guy, I reach 80 with around 1/3 of the world explored. And its this system that I can see being improved on with a "simple" redistribution. The game currently cramps 10 to 15 levels worth of content into each map. What I would like to see is the game simply offering maps that span 5 levels. Players would then need to be forced to complete more maps, but we wouldn't be forced to complete almost every single element in a specific map. Not only does such playstlye offer more freedom to player (in terms of how said players want to tackle each map), it also leaves more options in terms of endgame content: maps that are currently used for levelling could include more elements that are important at endgame, because maps would offer much more content than a player actually needs to do, allowing A.Net to transform some of that optional content into endgame content (think of GW1's Rotscale: it was an endgame encounter in midgame, but because the game offered enough midgame content in other places, players could skip it and return to it later).

Content redistribution is something I would very approve of, whereas progression redistribution is simply a waste of everyone's time. If A.Net wants to focus on progression, then they need to add more of it: there's really no way around it. The progression system simply isn't rich enough.
But if they want to focus on redistribution instead, then redistributing content is the only way to go. The game has more than a sufficient amount of content, so any redistribution attempts should be focused on the systems that are rich enough and can afford to being stretched out.

The idea behind only including the link (without further explanations) was to force the folks, that thought of taking part in this discussion, into reading the post made by Avarre. I still hope folks will do that, but I shall also add some of my thoughts in the OP.

I was recently reminded of Avarre's post and after re-reading it, I found a number of similarities between the state of GW1 and GW2. As much as I adore GW1 (it is definitely my favourite game of all time); one easily forgets that GW1 was a fairly flawed game. It doesn't mean one can't enjoy it (on the contrary, as I said, it is my favourite game), but that doesn't change the fact that the game is flawed and a number of those flaws were the result of A.Net's poor understanding of the game. I think it was also Avarre that popularized the view that "A.Net didn't know what made their game great: they lucked into it", something that I feel also applies to GW2.

Interestingly enough, there are some elements, that Avarre mentions, that have been worked on in GW2. Most noticeably: the PvE/PvP skill split. Avarre argued for keeping the game unified, and that is exactly what we are seeing in GW2. The problem though, is that A.Net didn't seem to understand the point of this idea: the point of a unified skill system is that it forces the devs to design PvE under the same rules that PvP is designed under. In GW2, PvE doesn't play the same way PvP does (for instance: 5v1 battles, Defiant, monster skills, ...) basically negating the point of a unified system.

Outside of those elements, we still see the exact same issues being carried over from GW1 to GW2: communication with the playerbase is GW1-like appalling, and, more importantly, the lack of a vision is as shocking: A.Net is willing to modify its game based on feedback, but they don't really think how this will fit into the whole game. They change individual systems, even if said systems then end up being completely contradictory to the game's core rules. A.Net simply fails to play to its strengths.

The result is very much what Avarre pointed out: a step into mediocrity. The game certainly isn't going to die (as in, "nobody will be playing it": at least not any time soon), but, at best, the game is certainly failing to improve. Sadly, this seems to be where the Guild Wars legacy is showing.

Moderator Note: The post linked talks about how making changes to a game's systems that run counter to the core design in order to pull more players in or appeal to the new crowd damages a game. This is the point the OP is referring to. Without reading Avarre's post (and really Sha Noran's too) you really can't comment on this. The posts analyze apparent mistakes in GW1's design later in life.